DAVID-Laserscanner Forum

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I was scanning a Quality Street can and ran into some troubles with the top side of the scan/can. It was present as a vague scan in the scans of the circle (the edge of the can). When I then alligned a seperate scan of the top and fused all 17 scans together I got a quite uneven texture (the darker scans from the circle scan shone through). Now I can correct that in Blender (texture paint mode) and I regulary do that nowadays but this time I stumbled upon a different sollution. I copied both scans of the lid of the can 5 times and fused again.....not bad at all.

And retopology means retexturing as well. I have managed to use Blender (and the bake texture proces) to retexture an object with texture information coming from David (or any other program Agisoft photoscan works probably as wel and gives greatly more detailed textures).

Steps:

1) Save object in David as a .obj which creates an .mtl and a .png as well.

2) Import Object in Blender and scale .1 (easier to work with).......do the usual texture dance in Blender Render (works better then Cycles I noticed)....

3) Create the retopoligised mesh (either by hand using a surface magnet tool or by a remesh modifier (less cool)).......

4) UV project the retopoligised mesh either by hand or by smart UV project

5) Split the window......make one side a UV map window and go to the UV map window

6) Create a new empty texture (black for instance) for the remesh

7) Select the David 3d mesh and do the usual texture dance with added:

- goto into the material tab of the object and check shadeless (in the shading section)

Whet you are showing me is the handywork of David with the original David texture. It will be UV Mapped according to Davids principles (which is multiple pictures and per picture a set of vertex/triangles, right).....now if you import this in Blender, you can remesh this via the remesh modifier (you can find the modifiers under the little spanner in the lower right window of Blender), or you can model your new topology, in Blender directly (but Blender has a steep learning curve but a kazilion tuts on the Interweb) by any modeling method you like (I use both marching front and mesh modifying methods) (or you could import the David mesh again and remove the material (do not delete it for obvious resons)).....the bottom line is, you need two topologies....one original and one you are going to bake the texture on. But I found a video that explains it (using a nice model as well) in detail. The proces is used in the video to combine two scans.....nice trick by the way. But I realised it was the answer two the one gripe I have with David and that is the quality of the textures is not up to par with systems like a Mephisto EX (that costs 30 grand so what am I complaining about ), which uses a DSLR to shoot the textures. So I modified the pipeline slightly in order to make step 1, a decent texture (discribed in the previous post).

and there is a part 2 as well, but this first video sort of cuts the mustard already......

Anyway, what is important.....you have to have an empty black image assigned to the new mesh (that will be the target of the bake) and you have to turn of shading and color management on the second mesh (last part is not that important anymore in Blender 2.72 since some errors have been corrected). You have to select both meshes in the Inspector (the window right top in Blender) and you have to be in Object mode (not in edit mode) and you have to make a UV Map for the new mesh (the one on which the texture will be "projected"). And for reasons only known to Blender, sometimes it works and sometimes it doesn't.....if it doesn't don't get frustrated just try again (sometimes I have to try the whole proces 3 or even 4 times, but eventually I get there).

And what is the goal of the pipeline? To upgrade the textures, indeed. I have Agisoft as well and I'm not that convinced about the mesh quality of photogrammetric scanning but the textures coming from Agisoft rock. So what I want to do is to combine the best of both worlds.....

1) Make a scan using David2) Make a scan using Agisoft3) Scale and align using Blender and Meshlab4) Transfer the Agisoft texture onto the David mesh......5) Have a brewsky in order to celebrate.

You see the vase and it's remeshed counterpart. Both occupying the same space (that is important for this trick to work). I've selected (upper right window) both the original vase and the remeshed counterpart (first the original then via SHIFT left-click the new remeshed vase). The new vase had a black empty canvas (I have made all the settings from the previous posts)......

The baking of the texture!

Then you have to perform a last step. The new texture has to be saved (of course) in the left window and then it has to be assigned (not so obvious) to a texture that is used by the remeshed vase.....go to the texture tab in the right window and create a new texture and set texture type to "Image or movie" and set source at the newly created texture.....export the new mesh as a .obj (selection only and keep vertex order checked).

I'm working on a manual (and forgot a step I noticed in testing).....but I'm busy all round.....although not to much of it pays the bills......but hey I don't have that many bills anyway. Having sad that it looks to me that you forgot a crucial step in the proces....you have to create a new UV map for the retopologised mesh using Smart UV project and then you have to get every alligned (or better keep everything alligned). It should happen (as I demonstrated and I don't wear a pointed hat so chances are I'm just a mortal and no wizard).